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Found 12 results

  1. Hi guys, How do I hook up the glue constraints with RBD Material Fracture? I can't seem to find much on this. I have set my passive objects and they are passive as expected, and then as a workaround Ive used the Glue Adjacent pieces tool, but that doesn't seem to be working as well. Im sure it's basic stuff however finding it hard to get these glue constraints working with either the Material Fracture or regular Glue Adjacent pieces. test.hiplc
  2. Grain RBD Active/Deactive

    Morning all, I've got a basic Grain RBD setup of a box filled with grains I would like to settle and then stop movement until a collider is introduced. I 've used a pop wrangle to deactivate the grains below a velocity threshold but would like them to be reactivated once the collider is in close proximity. I thought a simple SOP Solver with an attribute transfer would do the job but, although the spreadsheet says their active value = 0 - they are clearly still active and the SOP Solver appears to be overriding the POP Wrangle completely. Any suggestions on either why this doesn't work or a better alternative. Thanks basicGrainRBD.hip
  3. I'm pretty new to Houdini and i've seen the "Active" attribute come up a few times in tutorials. I searched but couldn't nail down exactly why and where this comes from in Houdini. I get that it seems to pertain to DOPS and Glue constraints but I wasn't really clear on it all. I've seen people create it in sops and use it later in dops to activate things. My questions are: Is the "active" attribute a native attribute that nodes in DOPS looks for? Does it control all dynamics/force/glue or can you specify? Really any general info on it is appreciated! Thanks!
  4. Hello gurus, I am making a car crash in which i`m facing a big problem. I need to break the windshields of the car which i also animated. Now i have to break the windshields, but the problem what i`m facing that the glasses are breaking in a weird way. I don`t find any problem in that but i am unable to fix where i`m doing mistake. Kindly help me wood.rar
  5. Recently I discover something interesting after smash my head against wall for a few days. Im creating a simulation using bullet and packed prims, and I need activate (using i@active variable ) the pieces in choreographed way over the frames But the thing make me crazy is that bullet change ptnum of each packed primitive over the time, and I think is about some priority list inside the algorithm of the solver. because after the simulation I need to atach some atributes for each simulated piece. Then I realize that I need to attach theses attributes before simulation or atach some sort of ptnum tracking for them. bullet activate order points_v001.hip
  6. Particle control and render passes.

    Hey Guys, My deadline is coming up and I have a few small problems that I quickly need to resolve. 1. I have a snow covered car. The snow falls off the car to reveal a new body-paint color. The source is a pre-constructed, scattered and point-replicated point cloud on top of the car geometry, revealed based on input particles from falling snow. (I used attribute transfer with a solver node for that) Everything is working fine, except of course that all my particles are dropping from the car, simultaneously. My question is; how do I start them off "frozen" and have them fall based on my input? I was imagining an animated noise pattern so control the activation, of sorts. But maybe an animated metaball setup? I am just not sure what particle attribute to use. The "active" one doesnt seem to do anything. 2. Ideally I would like this snow to be grains, so that I can have clumping and stacking, but since I am colliding with car geometry, the grains always explode. Is there a way to maintain constraints without everything exploding? I am using a vdb collision volume sample of the car. It looks like Houdini automatically adjusts the particles so that there are no intersections with the collision VDB, but I cant seem to get away from the explosion. 3. How the hell do I get geometries with a shadow matte shader assigned, to not cast shadows on one another?! but only from objects that are NOT a shadow matte? I am basically just trying to render this snow out in two passes, and one is a shadow pass. I only want shadow from the snow, affecting my ground and the car. But no shadows from the car affecting the ground & vice versa. Much like Vray's material wrapper. 4. I have 6 licenses but have not yet set up HQ server. Could anyone briefly explain the process of getting this setup? Thanks so much for any help and input! // Mats www.swedeballs.com
  7. how can i trigger rbdpackobject to active by collison? I set the active = 0,and i want to active =1 when collison. I try to use impusle to trigger ,it works but lose the velocity. active RBDpacked object when collision.hip
  8. I have replaced the file with just a cube so you guys can still see what is going on. It's very basic. It's just a box with points at the center of each piece telling what is active and what is not active. however when I put this expression: point("/obj/Angel/AC", groupbyvals("/obj/Angel/AC", D_POINT, "name", $OBJNAME), "ACTIVE", 0) in the active value DOP that I got from another dude on a forum on here, that expression doesn't work. Can someone please tell me what I am doing wrong here? This is for a demo reel project so I am on a time crunch..that's why I'm posting this. Thanks so much!! Angel_Destruction_3.hip
  9. Hey guys, I'm sharing a file for those interested in doing art directed fractures. It's definitely not the only way to do this, but I thought it would be nice to give something back to odforce. The hip file is a sim of a platform that is collapsing over time from one end to the other. I've left a ton of notes inside, so check it out! improve it! use it for whatever you want. UPDATE: I've also added the H13 version using packed primitives to achieve the same result. houdini_fracture_glue_bullet.hip rbd_packed_controlled_fracture.hip
  10. Hello, So I need to create an activation trigger for a multisolver, that is based on impact with a certain object. I know it involves a script solver, but I've reach a dead end on how to detect impact based on a certain object. I know my impact data will say when it impacts what object it impacts with, but I need to save this data going forward and decipher it probably with a dopobjscreatedby("X"). Attached is the version that shrinks the geo based on the script solver activate_onFrame is based on Frame # 34. It hits a random object then hits the ground. I would rather call out if it hits the ground then shrink so I don't have to babysit the sim for activation of this. Thanks -Ben Edit: Attached the example scene file, duh! ShrinkScene.hip
  11. Set ActiveValue in a Packed Object

    I have a RBD and I'm trying to set some fractures active and the others passive but I cant access the point attributes in a packed primitive without unpacking it. In my setup I have a foreach node but I cant access each primitive so that I can run the loop. Is this possible or should I set up an unpacked RBD? Access_PackedPrims.hip
  12. deform object to dynamic RBD fracture

    Hi.guys. I get an issue when i try to set the deform object to dynamic RBD fracture. I voronoifracture a simple deform object using the Alembic import form maya (actually, i want sim a animation people). But when i sim it, it comes a weird results. The fracture was actived, began fall, but it still affected by its deform cache, i want the fractures just affected by gravity after be actived. I set the activevalue, not work well. How can i just set deform object just fall when the active was ture. Any help! I will attache the reference. THANKS. field alembic_deform_fracture.rar Animation_deform_rbd_Reference.mov